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CnC_Renegade/Code/wwphys/humanphys.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/humanphys.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 8/17/01 8:42p $*
* *
* $Revision:: 15 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef HUMANPHYS_H
#define HUMANPHYS_H
#include "vector3.h"
#include "phys3.h"
class HumanPhysDefClass;
/**
** HumanPhysClass
** This class performs additional human physics logic. It basically adds
** user control to the normal Phys3Class behavior.
*/
class HumanPhysClass : public Phys3Class
{
public:
HumanPhysClass(void);
virtual ~HumanPhysClass(void);
virtual HumanPhysClass * As_HumanPhysClass(void) { return this; }
void Init(const HumanPhysDefClass & def);
virtual void Timestep(float dt);
virtual void Render(RenderInfoClass & rinfo);
/*
** Simulation and rendering toggles for all static physics objects
*/
virtual bool Is_Simulation_Disabled(void) { return _DisableHumanSimulation || Phys3Class::Is_Simulation_Disabled(); }
virtual bool Is_Rendering_Disabled(void) { return _DisableHumanRendering || Phys3Class::Is_Simulation_Disabled(); }
static void Disable_All_Simulation(bool onoff) { _DisableHumanSimulation = onoff; }
static void Disable_All_Rendering(bool onoff) { _DisableHumanRendering = onoff; }
static bool Is_All_Simulation_Disabled(void) { return _DisableHumanSimulation; }
static bool Is_All_Rendering_Disabled(void) { return _DisableHumanRendering; }
/*
** Save-Load system
*/
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
bool Has_Just_Jumped (void) const { return JustJumped; }
void Jump_To_Point (const Vector3 &point);
protected:
virtual void Check_Ground(const AABoxClass & box,GroundStateStruct * gs,float check_dist);
virtual bool Ballistic_Move(float dt);
virtual bool Normal_Move(const GroundStateStruct & gs,float dt);
virtual bool Slide_Move(const GroundStateStruct & gs,float dt);
void Compute_Desired_Move_Vector(const GroundStateStruct & gs,float dt,Vector3 * set_move);
bool JustJumped; // character jumped and has not started coming down yet, dont snap him!
bool IsAIControlledJump;
private:
static bool _DisableHumanSimulation;
static bool _DisableHumanRendering;
// not implemented
HumanPhysClass(const HumanPhysClass &);
HumanPhysClass & operator = (const HumanPhysClass &);
};
/**
** HumanPhysDefClass - Initialization Structure/Factory/Editor Integration for a HumanPhysClass
*/
class HumanPhysDefClass : public Phys3DefClass
{
public:
HumanPhysDefClass(void);
// From DefinitionClass
virtual uint32 Get_Class_ID (void) const;
virtual PersistClass * Create(void) const;
// From PhysDefClass
virtual const char * Get_Type_Name(void) { return "HumanPhysDef"; }
virtual bool Is_Type(const char *);
// From PersistClass
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
// Editable interface requirements
DECLARE_EDITABLE(HumanPhysDefClass,Phys3DefClass);
protected:
// No variables for now...
};
#endif